GnomeWorks
Adventurer
One of the things that irks me about 3.5 - and about pretty much every other edition, too - is that everybody goes once each round. In 3.5, this gets especially bad: you not only know that everybody's going to go once per round, but you know the order in which everybody goes. This can then be abused, in a rather metagamist fashion.
For me, this just doesn't cut it. Some people and critters are just plain-out faster, and the current initiative system just doesn't represent that well. So you go first - after the first round, so what? I mean, the benefit that grants you is rather minimal.
To solve this problem, I have constructed the scaling init system.
Definitions
Speed (SPD): A derived stat, your speed is the rate at which you can react to a situation, and how quickly you can recover from exerting yourself in taking actions. Formula: Dex mod + Haste bonuses.
Weight (WT): A derived stat, weight is how what you are carrying and wearing encumbers you. Formula: A bit complex...
ATB: The term used to refer to the scaling init's initiative, to avoid confusion with standard initiative, in the set-up phase of the system. If you like, read "ATB" as "initiative" once the conversion is done.
ATB Cost: The cost to take a given action. These are mildly complex formulae, but if each character has them written down and readily accessible, combat goes by about as smoothly as normal init systems do.
Tick: A single increment of the ATB scale. Something that lasts from ATB 20 to ATB 32 is said to last 12 ticks.
The System
At the declaration of combat, or whenever initiative is appropriate, call for initiative, as normal. Write down the inits of everyone involved. You'll either need a spreadsheet program or a rather large sheet of paper, because this system does get a little messy.
Once you're set, find the highest initiative. Set this character's ATB to 0. If two characters are tied, use the normal methods for resolving ties in initaitive, and set the ATB of the loser to 1.
For all other characters, subtract their initiative from the highest initiative. The result is that character's ATB.
Example: Jane and Bob are in a combat with three gobbos. Jane rolls a 17, Bob a 12, gobbo A a 3, gobbo B a 16, and gobbo C gets an 11. Jane has the highest, so she goes in 0; Bob goes in 5, A goes in 14, B goes in 1, and C goes in 6. So the initiative order is Jane, then B, then Bob, then C, then A.
Starting with the lowest ATB (which should be 0), call for each character to act, just as you would with normal initiative.
There are then two options for how to deal with character actions.
Regardless of which method you choose, once a character is done acting (whether its one action or his full allotment), add the indicated amount to his ATB. The next character to go is the one with the lowest ATB.
Actions that are taken outside of your turn (such as immediate actions) still increase your ATB.
Other Ramifications
Thoughts?
For me, this just doesn't cut it. Some people and critters are just plain-out faster, and the current initiative system just doesn't represent that well. So you go first - after the first round, so what? I mean, the benefit that grants you is rather minimal.
To solve this problem, I have constructed the scaling init system.
Definitions
Speed (SPD): A derived stat, your speed is the rate at which you can react to a situation, and how quickly you can recover from exerting yourself in taking actions. Formula: Dex mod + Haste bonuses.
Weight (WT): A derived stat, weight is how what you are carrying and wearing encumbers you. Formula: A bit complex...
- Your base WT = [(ACP of armor) / 2] + [(ACP of shield) / 2].
- If you are carrying a weapon, add 1 if it's light, 2 if it's one-handed, and 3 if it's two-handed.
- If you are not proficient with your weapon, add the nonproficiency penalty to your WT.
- If you are not proficient with your armor, add its full ACP, instead of half.
- If you are not proficient with your shield, add its full ACP, instead of half.
- If you are encumbered, add the ACP penalty you have due to that.
ATB: The term used to refer to the scaling init's initiative, to avoid confusion with standard initiative, in the set-up phase of the system. If you like, read "ATB" as "initiative" once the conversion is done.
ATB Cost: The cost to take a given action. These are mildly complex formulae, but if each character has them written down and readily accessible, combat goes by about as smoothly as normal init systems do.
Tick: A single increment of the ATB scale. Something that lasts from ATB 20 to ATB 32 is said to last 12 ticks.
The System
At the declaration of combat, or whenever initiative is appropriate, call for initiative, as normal. Write down the inits of everyone involved. You'll either need a spreadsheet program or a rather large sheet of paper, because this system does get a little messy.
Once you're set, find the highest initiative. Set this character's ATB to 0. If two characters are tied, use the normal methods for resolving ties in initaitive, and set the ATB of the loser to 1.
For all other characters, subtract their initiative from the highest initiative. The result is that character's ATB.
Example: Jane and Bob are in a combat with three gobbos. Jane rolls a 17, Bob a 12, gobbo A a 3, gobbo B a 16, and gobbo C gets an 11. Jane has the highest, so she goes in 0; Bob goes in 5, A goes in 14, B goes in 1, and C goes in 6. So the initiative order is Jane, then B, then Bob, then C, then A.
Starting with the lowest ATB (which should be 0), call for each character to act, just as you would with normal initiative.
There are then two options for how to deal with character actions.
- One Action At a Time: After each action, use the table below to determine what you should add to the character's ATB. A character is limited to one action at a time.
- Full Turn of Actions: This functions much like standard 3.5 - the character is allowed a full allotment of actions. Once the character's turn is done, recalculate their ATB based upon all actions the character took.
Regardless of which method you choose, once a character is done acting (whether its one action or his full allotment), add the indicated amount to his ATB. The next character to go is the one with the lowest ATB.
Code:
[color=white][b]TABLE: ATB COSTS and WT (v2.1)
ATB WT
ACTION COST ADD[/b]
Full + (20 - SPD) + WT
Standard + (10 - SPD) + (WT / 2)
Move
Movement + Squares Moved + (WT / 4)
Other + (8 - SPD) + (WT / 4)
Free + 0 + 0
Immed + 2 + 0
Swift + 2 + 0[/color]
Actions that are taken outside of your turn (such as immediate actions) still increase your ATB.
Other Ramifications
- Durations: Rather than measuring durations in rounds, measure them in ticks, with each round converting to 20 ticks.
- Unconscious and Dying Characters: An unconscious or dying character automatically adds +20 to their ATB on their turn. Bleeding occurs on a character's turn.
- Multiround Actions: A 1-round action functions just like a full-round action, except that you continue doing things for the entire time until your next turn. For actions that take multiple rounds, treat them as so many full-round actions, with the character continuing to take that action for the duration, rather than on discrete ATB counts.
Thoughts?